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Post by Arad Baranga on Feb 1, 2005 5:25:58 GMT -5
Tue Feb 1 | 4:32 am | <Regris> [Bonus] Retraning Oneself Tue Feb 1 | 4:32 am | <Regris> Regris vs. Mecha Tue Feb 1 | 4:32 am | <Regris> 150 PCs Tue Feb 1 | 4:32 am | <Regris> Dunbine vs. Aesti Aerial Tue Feb 1 | 4:32 am | <Regris> No HT, no sidekicks, no systems Tue Feb 1 | 4:32 am | <Regris> Located on Plains Tue Feb 1 | 4:33 am | <Kaiterra> Located on Plains on Einst Space Tue Feb 1 | 4:33 am | <Regris> No.
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Post by Mechalomaniac on Feb 1, 2005 5:33:23 GMT -5
Katsumi TsukaharaMartian SuccessorStarting Max SP: 75 Current Max SP: 80 Maximum SP Cap: 150 Skills & Abilities:- Dodge Cost is 13. Minimum Dodge Cost is 5. - Countercut: 2 EN or 5 PCs - Nanomachine Implant: Activates only in a unit with IFS. Dodge Cost is 7, Countercut: 1 EN or 4 PCs. In size S or SS units, add an additional Dodge Cost -2 and target's Dodge Cost +3. Lieutenant: Countershoot. In Mothership Class units, instead of the above bonuses: damage dealt +30%, target's Dodge Cost +5, and lower DC by 5 then re-lock at the lower value. - Boson Jump: Dodge all attacks from one attack phase. Charge 1 unit for each enemy attack phase directed wholly or partly at you that is not support defended; charge 1 unit after a turn in which there is no attack directed at you that is not support defended. Private: Start with 1 use, max 1 use. Charge 7 units to regain one use. Corporal: Start with 2 uses, max 2 uses. Charge 7 units to regain one use. Sergeant: Start with 2 uses, max 2 uses. Charge 6 units to regain one use. Ensign: Start with 3 uses, max 3 uses. Charge 6 units to regain one use. Lieutenant: Start with 3 uses, max 3 uses. Charge 5 units to regain one use. - A-Class Jumper: Ignore terrain Dodge Cost penalties. Lieutenant Martian Successors only. Seishin:Hot Blood (40): All Weapon Damage x 2 for your FIRST ATTACK PHASE. This applies to (X) and other multiple-hit weapons. Aestivalis Aerial FrameStatistics: HP: 35, EN: 20, IS: 3, Move: F/G, Size: SWeapons: Missile Pod (PGSV)- 2 damage/PC Immediate Knife (M)- 31 damage Rapid Rifle- 20 damage, 10 rounds Field Lancer (V)- 21 damage/EN Pinpoint Attack- 55 damage, 2 EN/attack Distortion Punch- 85 damage, 4 EN/attack
Combo Attacks: Double Gekigan Flare- 50 damage x 2, 6 EN/attack Buttercup Formation (V)- 20 damage/EN Double Attack Just Kiddin'!- 50 damage + 30 damage x 2, 10 EN/attackInherent Abilities: 1) Usable by Corporals or higher 2) Countercut 3) Countershoot: Rapid Rifle 4) IFS 5) Distortion Field (Barrier) 6) Frame Switch 7) Cross Crash 8) Gravity Wave Beam 9) Aerial Frame: Dodge Cost -5. Aestivalis Aerial Frame can't be used in space. 10) Double Gekigan Flare: Target's Dodge Cost +5. Requires an allied Aestivalis Aerial Frame or Aestivalis Gai Frame to execute. 11) Buttercup Formation: Requires two allied Aestivalis Aerial Frames to execute. 12) Double Attack Just Kiddin'!: Target's Dodge Cost +3. Requires two allied Aestivalis Aerial Frames to execute.Status: HP: 60/60 EN: 50/50 PCs: 150/150 SP: 80/80 IS1: A-Up Unit (SC) IS2: Large Generator IS3: Grapple Sensor
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Post by Regris Kallen on Feb 1, 2005 5:37:53 GMT -5
Sirger Battle Strategies Aura Caste - Dodge Cost is 5. Minimum Dodge Cost is 5.
- Countercut: 2 EN or 4 PCs
- Aura Channeling: Increases power of Aura Giri and Hyper Aura Giri. Lieutenant: Attack Damage +50%
- Only ones able to activate Aura Barrier.
- Aura Barrier: The protective properties of the barrier depend on your rank: Lieutenant: Aura Barrier protects against 20 damage.
- Agility: When in an S or SS sized unit, gain: Dodge Cost -5, Weapon Damage +25%, and may Countercut as if 1 Size larger.
- Aura Overload: Pay X amount of PCs to initiate Hyper State, determined by rank. Each turn, pay 5 PCs. Should this upkeep be unpayable, or user decides to stop, return to normal state and decrease HP to 1 and EN to 0. Usable only once per battle, and only in Aura Battlers. Change unit's size to L while Hyperize is active.
Lieutenant: Pay 20 PCs to initiate Hyper State. HP +120, EN +30, attack damage +50%, damage received -25%, Target's Dodge Cost +5.
Aura Elemental Aptitude Level: 145
- Wind (Flash 15 SP) - Forest (Concentrate 15 SP) - Water (Mercy 10 SP) - Earth(Iron Wall 40 SP)
Original Class Shell: Sei Senshi[/center] DunbineStatistics: HP: 30, EN: 20, IS: 3, Move: F/G, Size: SWeapons: Wire Claw (M)- 6 damage Aura Shot- 9 damage, 8 rounds Aura Sword (M)- 15 damage x 2 Aura Giri- 30 damage, 2 EN/attack. Requires Sei Senshi Pilot Class to execute. Hyper Aura Giri- 50 damage, 5 EN/attack. Requires Sei Senshi Pilot Class to execute.
Combo Attacks: Twin Aura Attack- 70 damage x 2, 10 EN/attack. Requires Sei Senshi Pilot Class to execute.Inherent Abilities: 1) Usable by Corporals or higher 2) Countercut 3) Countershoot: Aura Shot 4) Aura Barrier (Barrier) 5) Bunshin (3/5) 6) Twin Aura Attack: Target's Dodge Cost +5 if Billbine is in Wing Caliber Mode. Requires an allied Billbine or Billbine (Green) to execute.Purchasing Cost: 120 PCs from EbanisItems:- A-Up (SC) - Grapple Sensor - Chokogin Nu-Z
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Post by Arad Baranga on Feb 1, 2005 5:38:32 GMT -5
Okay! Let's get this show on the road!
You know the rules. Keep an eye on your math. Prone once, you lose your turn. Prone twice, you die.
The initiative goes to: Mechalo Chariot
And the prone time is: 12 Hours
Please contact myself or Umbaglo with any issues that come up pertaining to the fight that need our attention.
And with that, it's time to begin!
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Post by Mechalomaniac on Feb 1, 2005 5:43:54 GMT -5
Degeneration Phase: EN Degenerated: 1Attack Phase:
Weapon Used: Immediate Knife Target: Dunbine Damage Dealt: 31 Resources Spent: Absolutly None! Modifiers: Target's Dodge Cost +6, CC Cost x 1.5Status:
HP: 60/60 EN: 49/50 PCs: 150/150 SP: 80/80
Boson Jump: 3 Remaining, 0 Charges
Items: Large Generator A-Up Unit (SC) Grapple Sensor
Weapons: Missile Pod (PGSV)- 12 damage/PC Immediate Knife (M)- 31 damage Rapid Rifle- 30 damage, 10 rounds Field Lancer (V)- 21 damage/EN Pinpoint Attack- 55 damage, 2 EN/attack Distortion Punch- 85 damage, 4 EN/attack
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Post by Regris Kallen on Feb 1, 2005 5:45:35 GMT -5
Regen Phase:Seishin Phase:Defense Phase: Attacker: Mecha Weapon: Knife Damage: 31 Action Taken: Autododge Resources Used: BunshinSpecial Phase:Attack Phase: Target: Mecha Weapon: Aura Sword Damage: 33 x 2 Mods: CC x 1.5, TDC +3 Resources Used: NoneStatistics: HP: 55/55 EN: 35/35 PC: 150/150 SP: 145/145
Bunshin (X): 1/3 Bunshin (Y): 1/5
Weapons: Wire Claw (M)- 19 damage Aura Shot- 19 damage, 8 rounds Aura Sword (M)- 33 damage x 2 Aura Giri- 70 damage, 2 EN/attack. Requires Sei Senshi Pilot Class to execute. Hyper Aura Giri- 110 damage, 5 EN/attack. Requires Sei Senshi Pilot Class to execute.
Items:
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Post by Mechalomaniac on Feb 1, 2005 5:47:29 GMT -5
Degeneration Phase: EN Degenerated: 1Defense Phase:
Attacking Weapons: Aura Sword Action Taken: Boson Jump Damage Taken: 0 Resources Spent: 1 Boson Jump UseAttack Phase:
Weapon Used: Immediate Knife Target: Dunbine Damage Dealt: 31 Resources Spent: Absolutly None! Modifiers: Target's Dodge Cost +6, CC Cost x 1.5Status:
HP: 60/60 EN: 48/50 PCs: 150/150 SP: 80/80
Boson Jump: 2 Remaining, 1 Charges
Items: Large Generator A-Up Unit (SC) Grapple Sensor
Weapons: Missile Pod (PGSV)- 12 damage/PC Immediate Knife (M)- 31 damage Rapid Rifle- 30 damage, 10 rounds Field Lancer (V)- 21 damage/EN Pinpoint Attack- 55 damage, 2 EN/attack Distortion Punch- 85 damage, 4 EN/attack
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Post by Regris Kallen on Feb 1, 2005 5:50:24 GMT -5
Regen Phase:Seishin Phase:Defense Phase: Attacker: Mecha Weapon: Knife Damage: 31 Action Taken: Autododge Resources Used: BunshinSpecial Phase:Attack Phase: Target: Mecha Weapon: Aura Sword Damage: 33 x 2 Mods: CC x 1.5, TDC +3 Resources Used: NoneStatistics: HP: 55/55 EN: 35/35 PC: 150/150 SP: 145/145
Bunshin (X): 2/3 Bunshin (Y): 2/5
Weapons: Wire Claw (M)- 19 damage Aura Shot- 19 damage, 8 rounds Aura Sword (M)- 33 damage x 2 Aura Giri- 70 damage, 2 EN/attack. Requires Sei Senshi Pilot Class
to execute. Hyper Aura Giri- 110 damage, 5 EN/attack. Requires Sei Senshi Pilot
Class to execute.
Items:
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Post by Mechalomaniac on Feb 1, 2005 5:51:21 GMT -5
Degeneration Phase: EN Degenerated: 1Defense Phase:
Attacking Weapons: Aura Sword Action Taken: Boson Jump Damage Taken: 0 Resources Spent: 1 Boson Jump UseAttack Phase:
Weapon Used: Immediate Knife Target: Dunbine Damage Dealt: 31 Resources Spent: Absolutly None! Modifiers: Target's Dodge Cost +6, CC Cost x 1.5Status:
HP: 60/60 EN: 47/50 PCs: 150/150 SP: 80/80
Boson Jump: 1 Remaining, 2 Charges
Items: Large Generator A-Up Unit (SC) Grapple Sensor
Weapons: Missile Pod (PGSV)- 12 damage/PC Immediate Knife (M)- 31 damage Rapid Rifle- 30 damage, 10 rounds Field Lancer (V)- 21 damage/EN Pinpoint Attack- 55 damage, 2 EN/attack Distortion Punch- 85 damage, 4 EN/attack
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Post by Regris Kallen on Feb 1, 2005 5:54:57 GMT -5
Regen Phase:Seishin Phase:Defense Phase: Attacker: Mecha Weapon: Knife Damage: 31 Action Taken: Block Resources Used: NoneSpecial Phase:Attack Phase: Target: Weapon: Damage: Mods: Resources Used: Statistics: HP: 55/55 EN: 35/35 PC: 150/150 SP: 145/145
Bunshin (X): 2/3 Bunshin (Y): 3/5
Weapons: Wire Claw (M)- 19 damage Aura Shot- 19 damage, 8 rounds Aura Sword (M)- 33 damage x 2 Aura Giri- 70 damage, 2 EN/attack. Requires Sei Senshi Pilot Class to execute. Hyper Aura Giri- 110 damage, 5 EN/attack. Requires Sei Senshi Pilot Class to execute.
Items:
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Post by Mechalomaniac on Feb 1, 2005 5:56:43 GMT -5
Degeneration Phase: EN Degenerated: 1Defense Phase:
Attacking Weapons: Aura Sword Action Taken: Boson Jump Damage Taken: 0 Resources Spent: 1 Boson Jump UseAttack Phase:
Weapon Used: Field Lancer Target: Dunbine Damage Dealt: 63 Resources Spent: 3 EN Modifiers: Target's Dodge Cost +6, CC Cost x 1.5Status:
HP: 60/60 EN: 42/50 PCs: 150/150 SP: 80/80
Boson Jump: 1 Remaining, 3 Charges
Items: Large Generator A-Up Unit (SC) Grapple Sensor
Weapons: Missile Pod (PGSV)- 12 damage/PC Immediate Knife (M)- 31 damage Rapid Rifle- 30 damage, 10 rounds Field Lancer (V)- 21 damage/EN Pinpoint Attack- 55 damage, 2 EN/attack Distortion Punch- 85 damage, 4 EN/attack
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Post by Regris Kallen on Feb 1, 2005 5:58:03 GMT -5
Regen Phase:Seishin Phase:Defense Phase: Attacker: Mecha Weapon: Lancer Damage: 62 Action Taken: Autododge Resources Used: BunshinSpecial Phase:Attack Phase: Target: Mecha Weapon: Aura Sword Damage: 31 x 2 Mods: CC x 1.5, TDC + 3 Resources Used: Statistics: HP: 55/55 EN: 35/35 PC: 150/150 SP: 145/145
Bunshin (X): 3/3 Bunshin (Y): 4/5
Weapons: Wire Claw (M)- 19 damage Aura Shot- 19 damage, 8 rounds Aura Sword (M)- 33 damage x 2 Aura Giri- 70 damage, 2 EN/attack. Requires Sei Senshi Pilot Class to execute. Hyper Aura Giri- 110 damage, 5 EN/attack. Requires Sei Senshi Pilot Class to execute.
Items:
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Post by Mechalomaniac on Feb 1, 2005 5:59:22 GMT -5
Degeneration Phase: EN Degenerated: 1Defense Phase:
Attacking Weapons: Aura Sword Action Taken: Boson Jump Damage Taken: 0 Resources Spent: 1 Boson Jump UseAttack Phase:
Weapon Used: Field Lancer Target: Dunbine Damage Dealt: 63 Resources Spent: 3 EN Modifiers: Target's Dodge Cost +6, CC Cost x 1.5Status:
HP: 60/60 EN: 38/50 PCs: 150/150 SP: 80/80
Boson Jump: 0 Remaining, 4 Charges
Items: Large Generator A-Up Unit (SC) Grapple Sensor
Weapons: Missile Pod (PGSV)- 12 damage/PC Immediate Knife (M)- 31 damage Rapid Rifle- 30 damage, 10 rounds Field Lancer (V)- 21 damage/EN Pinpoint Attack- 55 damage, 2 EN/attack Distortion Punch- 85 damage, 4 EN/attack
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Post by Regris Kallen on Feb 1, 2005 6:00:56 GMT -5
Regen Phase:Seishin Phase:Defense Phase: Attacker: Mecha Weapon: Lancer Damage: 62 Action Taken: Block Resources Used: 6 HPSpecial Phase:Attack Phase: Target: Weapon: Damage: Mods: Resources Used: Statistics: HP: 49/55 EN: 35/35 PC: 150/150 SP: 145/145
Bunshin (X): 3/3 Bunshin (Y): 5/5
Weapons: Wire Claw (M)- 19 damage Aura Shot- 19 damage, 8 rounds Aura Sword (M)- 33 damage x 2 Aura Giri- 70 damage, 2 EN/attack. Requires Sei Senshi Pilot Class to execute. Hyper Aura Giri- 110 damage, 5 EN/attack. Requires Sei Senshi Pilot Class to execute.
Items:
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Post by Mechalomaniac on Feb 1, 2005 6:03:10 GMT -5
Degeneration Phase: EN Degenerated: 1Defense Phase:
Attacking Weapons: Aura Sword Action Taken: Boson Jump Damage Taken: 0 Resources Spent: 1 Boson Jump UseAttack Phase:
Weapon Used: Immediate Knife Target: Dunbine Damage Dealt: 31 Resources Spent: Zilch Modifiers: Target's Dodge Cost +6, CC Cost x 1.5Status:
HP: 60/60 EN: 37/50 PCs: 150/150 SP: 80/80
Boson Jump: 1 Remaining, 0 Charges
Items: Large Generator A-Up Unit (SC) Grapple Sensor
Weapons: Missile Pod (PGSV)- 12 damage/PC Immediate Knife (M)- 31 damage Rapid Rifle- 30 damage, 10 rounds Field Lancer (V)- 21 damage/EN Pinpoint Attack- 55 damage, 2 EN/attack Distortion Punch- 85 damage, 4 EN/attack
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